Iprophet

Alright, looking over questions and concepts, it seems like starting in the Steam Kingdoms would be best. I'll probably start you guys of in the geographical equivalent of California (Western Coast of the New World,) warm enough where a Cold-Blooded character would be able to survive, and a place where Draconic characters would be slightly more common. Any non-setting-specific rule from the AC could be used in this game.

More on the build: going to go for a fairly wide selection of weapons for Lieutenant Bolio Whiskyfoot: downsized tower shield, harpoon, sabre, pistol, & grenades, with a judicious sprinking of the Cavalry upgrade among others. Basic Combat feats will be Quick Draw and Contempt (maybe also taking Charge Basics at 6, if I think that'll suit our party's style), and Battleplans will likewise tend to the aggressive.

His PL, the Ironhound Prototype, will be some kind of large, tough, fast-moving, jumping, burrowing, monstrosity with a chip on one shoulder and a halfling on the other (going for trampling, slam attacks and intimidation if I can squeeze it all in).

Room for another one? I'm new to playing on boards like this but I'd love to give it a go.

If you're full I understand. If not, I've got an itch to play something akin to a human/elven gun-mage (ala the Iron Kingdoms setting) - Having been trained in the Arts whilst living in the yoke of the Dragon Kingdoms, he has finally managed to escape to the freedom of the Steam Kingdoms embracing all that their enlightened state has to offer. Delving into crafting of these extraordinary black powder weapons, he has managed to combine the two aspects of the world seemingly most at odds with one another.

When you say "Reason/Industrial gear" do you mean primitive rail roads, revolvers & lever action firearms, or are we talking percussion caps or flintlocks?

(The gap between the introduction of percussion caps and complete cartridges was not long, not even twenty years, if I recall correctly. I'm a bit fuzzy on when percussion caps came into use, but there were repeating rifles in use during the Civil War.)

Iprophet

I'm going to say that percussion caps are a fairly new development, and the real world equivalents developed about 45 years apart. I'll say that locomotives are at about the 1825 stage, traveling 9 mph with 450 passengers, and still leaving roughly 25 years until widespread experimentation with cartridges began.That's not to say an inventive character with downtime, materials, innovation, and cash-money couldn't whip up a cartridge prototype, although such a development would be sought out by both sides, either to be exploited or destroyed.

I've updated the list, and when it comes down to the wire, I'll be going first-come, first serve, with any remaining players with interest can act as reserve, should anyone run into time constraints or similar issues.

Sounds good. I'll skip the cartridges and (eventually) build myself a multi barrel breech loading pistol that has no triggers and just a bit of wax and the bases to keep the powder from leaking out. Why mess with caps when I can breath fire?

Currently the party is strong in Combatants, and someone for the backer, talker, and specialist roles. Therefore we need a solver. I generate multiple PC ideas everyday and I kinda feel like the Draconic Saurian already had dibs on getting his drak on (that’s a pun if you speak ancient Greek). So how about I give you all about 24 hours to vote on three concepts?

Drake Scholar Mage/EmissarySpell choices to act as a solver.The drake was sent to the Steam Kingdoms as an ambassador. He holds a minor noble rank within the dragon kingdoms. He was always suspected of being a spy. At the outbreak of hostilities the Drake defected, or did he? A good mix of the classic mystery man with a dash of the alien predator that is a dragon just beneath the thin mask of a polite aristocrat.

Unborn Wizard Mage/ExplorerSpecial construction wood and floater. Spell choices for solver role.An oversized floating book with attached leather bookmarks that act as arms. The book was a servant of convenience for a wizard until the wizard died and one of the party inherited the book. The book continues to work for its new master, studying the arcane and solving puzzles. Personality-wise imagine a modron or B movie computer. A cold machine going about its purpose.

Pech Artisan KeeperNot a solver at all but should fit nicely into the setting.Renaissance Gnome in the vein of DaVinci, Michelangelo and a little Newton. Scholar, painter, mathematician, sculptor and inventor. A competent, overconfident, tireless self-promoter. The existing crafting, comp, and ungrades rules provide lots of opportunities for an inventor. I may dabble in alchemy and magic items too not sure yet. The gnome adventures to protect the freedom of thought and spirit of enquiry in the steam kingdoms. Adventuring will also spread his fame and attract rich patrons. I hate tinker gnomes, this will be a gnome inventor done right.

Unborn Warden* Scout/ExplorerA magical equivalent of a Mars rover sent. A machine made to explore and eager to do it. It is a genderless box with a childlike curiosity and infectious enthusiasm. The machine looks forward to reporting everything it has seen to its mysterious creators…*Ignore the fluff of Warden look at what it gives me, perfect for an explorer.

I haven't been in a party with a crafter yet, so I vote the Pech Artisan Keeper (also, they look rather fun). But as it's your character, please don't feel the tyranny of the majority has to hold sway here.